User:Migck
I hate red links.
Damage testing
Did some testing of damage output with an OnHealthDamage handler. Hand to Hand blocking only reduces the damage of unarmed attacks, from creature or NPCs. It does not affect weapon damage taken, at all. The only benefit it gives when trying to block weapons is the occasional recoil when being H2H journeyman (iPerkHandToHandBlockRecoilChance), or the assured recoil when being a Block journeyman. Damage reduction from block is affected by the fatigue rating of the blocker, just like damage is when attacking.
Block testing
Block looks like an engine code crapshot when the perks come into play. When blocking with H2H, the block hit animation, and the attacker block recoil if suitable, can be triggered when not even facing the attacker. Damage is correctly calculated though. The block master perk (attacker disarm) in theory should be triggered by a shield bash from the block expert perk (shield bash). In practice, the are "semi-independent". If a block bash is triggered (iPerkBlockStaggerChance), and it connects with an NPC so he staggers, the chance to disarm (iPerkBlockDisarmChance) is rolled from there. BUT, the attacker may be disarmed if his hit is blocked without a shield bash being triggered just as well, if the chance happens to roll. What's more egregious is that this can happen when blocking arrows, with the actor who fired the bow dropping it to the ground no matter the distance to the target who blocked. The exact same problems happen when blocking with H2H, except H2H uses its skill level instead of Block to determine perks available.